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1 /* | 1 /* |
2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "gl/GrGLUniformHandler.h" | 8 #include "gl/GrGLUniformHandler.h" |
9 | 9 |
10 #include "gl/GrGLCaps.h" | 10 #include "gl/GrGLCaps.h" |
11 #include "gl/GrGLGpu.h" | 11 #include "gl/GrGLGpu.h" |
12 #include "gl/builders/GrGLProgramBuilder.h" | 12 #include "gl/builders/GrGLProgramBuilder.h" |
13 | 13 |
14 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) | 14 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) |
15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) | 15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) |
16 | 16 |
17 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( | 17 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( |
18 uint
32_t visibility, | 18 uint
32_t visibility, |
19 GrSL
Type type, | 19 GrSL
Type type, |
20 GrSL
Precision precision, | 20 GrSL
Precision precision, |
21 cons
t char* name, | 21 cons
t char* name, |
22 bool
mangleName, | 22 bool
mangleName, |
23 int
arrayCount, | 23 int
arrayCount, |
24 cons
t char** outName) { | 24 cons
t char** outName) { |
25 SkASSERT(name && strlen(name)); | 25 SkASSERT(name && strlen(name)); |
26 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); | 26 SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragmen
t_GrShaderFlag); |
27 SkASSERT(0 == (~kVisibilityMask & visibility)); | 27 SkASSERT(0 == (~kVisMask & visibility)); |
28 SkASSERT(0 != visibility); | 28 SkASSERT(0 != visibility); |
29 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsNumeric(type)); | 29 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsNumeric(type)); |
30 | 30 |
31 UniformInfo& uni = fUniforms.push_back(); | 31 UniformInfo& uni = fUniforms.push_back(); |
32 uni.fVariable.setType(type); | 32 uni.fVariable.setType(type); |
33 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); | 33 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); |
34 // TODO this is a bit hacky, lets think of a better way. Basically we need
to be able to use | 34 // TODO this is a bit hacky, lets think of a better way. Basically we need
to be able to use |
35 // the uniform view matrix name in the GP, and the GP is immutable so it has
to tell the PB | 35 // the uniform view matrix name in the GP, and the GP is immutable so it has
to tell the PB |
36 // exactly what name it wants to use for the uniform view matrix. If we pre
fix anythings, then | 36 // exactly what name it wants to use for the uniform view matrix. If we pre
fix anythings, then |
37 // the names will mismatch. I think the correct solution is to have all GPs
which need the | 37 // the names will mismatch. I think the correct solution is to have all GPs
which need the |
38 // uniform view matrix, they should upload the view matrix in their setData
along with regular | 38 // uniform view matrix, they should upload the view matrix in their setData
along with regular |
39 // uniforms. | 39 // uniforms. |
40 char prefix = 'u'; | 40 char prefix = 'u'; |
41 if ('u' == name[0]) { | 41 if ('u' == name[0]) { |
42 prefix = '\0'; | 42 prefix = '\0'; |
43 } | 43 } |
44 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mang
leName); | 44 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mang
leName); |
45 uni.fVariable.setArrayCount(arrayCount); | 45 uni.fVariable.setArrayCount(arrayCount); |
46 uni.fVisibility = visibility; | 46 uni.fVisibility = visibility; |
47 uni.fVariable.setPrecision(precision); | 47 uni.fVariable.setPrecision(precision); |
48 | 48 |
49 if (outName) { | 49 if (outName) { |
50 *outName = uni.fVariable.c_str(); | 50 *outName = uni.fVariable.c_str(); |
51 } | 51 } |
52 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); | 52 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
53 } | 53 } |
54 | 54 |
55 void GrGLUniformHandler::appendUniformDecls(ShaderVisibility visibility, SkStrin
g* out) const { | 55 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString*
out) const { |
56 for (int i = 0; i < fUniforms.count(); ++i) { | 56 for (int i = 0; i < fUniforms.count(); ++i) { |
57 if (fUniforms[i].fVisibility & visibility) { | 57 if (fUniforms[i].fVisibility & visibility) { |
58 fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out); | 58 fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out); |
59 out->append(";\n"); | 59 out->append(";\n"); |
60 } | 60 } |
61 } | 61 } |
62 } | 62 } |
63 | 63 |
64 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps
& caps) { | 64 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps
& caps) { |
65 if (caps.bindUniformLocationSupport()) { | 65 if (caps.bindUniformLocationSupport()) { |
(...skipping 15 matching lines...) Expand all Loading... |
81 } | 81 } |
82 } | 82 } |
83 } | 83 } |
84 | 84 |
85 const GrGLGpu* GrGLUniformHandler::glGpu() const { | 85 const GrGLGpu* GrGLUniformHandler::glGpu() const { |
86 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; | 86 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; |
87 return glPB->gpu(); | 87 return glPB->gpu(); |
88 } | 88 } |
89 | 89 |
90 | 90 |
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